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starrangers:available_technology [2015/07/02 07:20] webystarrangers:available_technology [2018/07/31 23:23] (current) – external edit 127.0.0.1
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      * TL 11: 1.5-4.5 parsec/day.      * TL 11: 1.5-4.5 parsec/day.
      * Typical starship accelerations,time to reach the 1% light speed and approximate distance from starting point      * Typical starship accelerations,time to reach the 1% light speed and approximate distance from starting point
-       * 1g=84.9hr(1527 lysec+       * 1g=84.9hr(1527 lsec
-       * 2g=42.4hr(763 lysec+       * 2g=42.4hr(763 lsec
-       * 3g=28.3hr(509 lysec+       * 3g=28.3hr(509 lsec
-       * 4g=21.2hr(381 lysec+       * 4g=21.2hr(381 lsec
-       * 5g=17hr(305 lysec+       * 5g=17hr(305 lsec
-       * 6g=14.1hr(254 lysec+       * 6g=14.1hr(254 lsec
-       * 7g=12.1hr(218 lysec+       * 7g=12.1hr(218 lsec
-       * 8g=10.6hr(190 lysec+       * 8g=10.6hr(190 lsec
-       * 9g=9.4hr(169 lysec+       * 9g=9.4hr(169 lsec
-       * 10g=8.5hr(152 lysec+       * 10g=8.5hr(152 lsec
-       * 20g=4.2hr(76 lysec+       * 20g=4.2hr(76 lsec
-       * 30g=2.8hr(50 lysec)+       * 30g=2.8hr(50 lsec)
   * Jumpdrive: The earliest form of interstellar travel is really not used anymore. It uses another dimension that is closer to our dimension than hyperspace.   * Jumpdrive: The earliest form of interstellar travel is really not used anymore. It uses another dimension that is closer to our dimension than hyperspace.
     * The jump space is a place of "nothingness" where nothing can be seen or sensed. Everything in the electromagnetic spectrum is heavily dampened. Vision takes double range penalties, radios have 10% normal range and so on.     * The jump space is a place of "nothingness" where nothing can be seen or sensed. Everything in the electromagnetic spectrum is heavily dampened. Vision takes double range penalties, radios have 10% normal range and so on.
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     * Technically the Jumpdrive is fairly easy to do with TL 7 technology, but getting to the jump points and traveling between such is difficult at such low TL. Lowest practical TL is 8.      * Technically the Jumpdrive is fairly easy to do with TL 7 technology, but getting to the jump points and traveling between such is difficult at such low TL. Lowest practical TL is 8. 
     * Life pods, people in space suits,debris and similar will just exit at the other end when the time comes. Thus being separated from the ship you will be fine if you have enough oxygen and food to last until you get out and then you can radio for help..     * Life pods, people in space suits,debris and similar will just exit at the other end when the time comes. Thus being separated from the ship you will be fine if you have enough oxygen and food to last until you get out and then you can radio for help..
-    * The new built imperial [[Message drone]]s use jump space as hyperspace navigation is not possible for computers alone, but given a map of jump routes jup space navigation is simple 3D navigation to get to the jump point.+    * The new built imperial [[Message drone]]s use jump space as hyperspace navigation is not possible for computers alone, but given a map of jump routes jump space navigation is simple 3D navigation to get to the jump point
 +    * It it also still used by huge unmanned bulk cargo carriers to move very low priority cargo al rock bottom prices. 
 +    * A jump drive system is a -1 SM system for starships and costs as -2 SM stardrive.
   * Stargates: Fold space temporarily to make two places be the same for an instant.   * Stargates: Fold space temporarily to make two places be the same for an instant.
     * Available TL 11     * Available TL 11
     * They are limited by the total tonnage and the tonnage/hour they can transit though them.     * They are limited by the total tonnage and the tonnage/hour they can transit though them.
-    * The only current implementation is based on mini black holes and The imperial versions have maximum transit capacity and capacity/hour of 300 000 tons.  The Salarian and Taxysi gates can only transit 100 000 ton weights, but have a total capacity of 600 000 tons/hour. The Manil gates share the 300 000 ton transit and 300 000 ton/hour capacities with imperial gates.+    * The only current implementation is based on mini black holes and The imperial versions have maximum transit capacity and capacity/hour of 300 000 tons.  The Salarian and Asari gates can only transit 100 000 ton weights, but have a total capacity of 600 000 tons/hour. The Manil gates share the 300 000 ton transit and 300 000 ton/hour capacities with imperial gates.
     * They work between any two such gates at a distance of slightly over 300 parsecs.     * They work between any two such gates at a distance of slightly over 300 parsecs.
     * They must be located far from significant gravity sources and cannot send things though such, thus they tend to be built at about 2 times the hyperspace threshold to minimize the blocking effect of the star.     * They must be located far from significant gravity sources and cannot send things though such, thus they tend to be built at about 2 times the hyperspace threshold to minimize the blocking effect of the star.
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     * By 5g(*5 cost) and 10g(*25 cost) at TL 11.     * By 5g(*5 cost) and 10g(*25 cost) at TL 11.
  
-Reactionless drives come in three main types: They are limited in the total % of light speed they work at, most start to lose efficiency at about 3-4% of light speed and reach zero acceleration at approximately 5-6%. Some specially designed drives can reach up to 10%.+Reactionless drives are based on the same phenomena as hyper space travel and come in three main types: 
     * Cold reactionless drives; Late TL 9:Have acceleration of 10g*their mass(0.5g in the standard 5% of ship mass base). They are fairly efficient and do not create significant signature. At TL 10 their efficiency is doubled.     * Cold reactionless drives; Late TL 9:Have acceleration of 10g*their mass(0.5g in the standard 5% of ship mass base). They are fairly efficient and do not create significant signature. At TL 10 their efficiency is doubled.
     * Hot reactionless drives; Late TL 9:Have acceleration of 20g*their mass(1g in the standard 5% of ship mass base). They are fairly inefficient and  create a significant heat signature. At TL 10 their efficiency is doubled.     * Hot reactionless drives; Late TL 9:Have acceleration of 20g*their mass(1g in the standard 5% of ship mass base). They are fairly inefficient and  create a significant heat signature. At TL 10 their efficiency is doubled.
     * Improved reactionless drives: Available TL 11: Have acceleration of 200g*their mass(10g in the standard 5% of ship mass base). They are fairly efficient and do not create significant signature. Normally limited to 10g due to the limited gravity compensation available, some fighter craft have up to 30g acceleration, causing 20g felt gravity(causing HT rolls at base -6, but normally +9 from the advanced g-suit and position.).     * Improved reactionless drives: Available TL 11: Have acceleration of 200g*their mass(10g in the standard 5% of ship mass base). They are fairly efficient and do not create significant signature. Normally limited to 10g due to the limited gravity compensation available, some fighter craft have up to 30g acceleration, causing 20g felt gravity(causing HT rolls at base -6, but normally +9 from the advanced g-suit and position.).
 +
 +They are limited in the total % of light speed they work at, The first generation reactionless thrusters could not quite make the 0.01c hyperspace limit and early hyper ships had to carry a reaction thruster to reach the last 1-2% of th threshold. But by mature TL 9 technology they could reach it, but would start to loose efficiency at about 80% of that and dropping to no acceleration at about 120%. Typical TL 10 thrusters keep full effect to the hyper threshold but start to lose efficiency quickly after that dropping to no acceleration by 2% of speed of light. By TL 11, they only start to lose efficiency at about 2% dropping to no acceleration by 3%.   Badly tuned drives start to lose effectiveness much earlier, but do not tend to lose as much maximum speed. 
 +
  
 ===== Medical ===== ===== Medical =====
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     * They have a limited use time until the collected heat/radiation must be dumped out. Though the dump can be done in a smaller arc still providing protection from other angles.     * They have a limited use time until the collected heat/radiation must be dumped out. Though the dump can be done in a smaller arc still providing protection from other angles.
     * These limitation cause most scout ships, warships and similar to also have chameleon surfaces, radar stealth and similar things.     * These limitation cause most scout ships, warships and similar to also have chameleon surfaces, radar stealth and similar things.
-    * They are harder and hard to build as the size protected increases. The currently in the empire basic cost applies up to 300 tons, with 4* cost up to 3000 tons and 20* cost up to 10 000 tons, 100* cost up to 30 000 tons. So only only scouts are likely to be mass produced with such.+    * They are harder and hard to build as the size protected increases. Currently in the empire basic cost applies up to 300 tons, with 4* cost up to 1000 tons and 20* cost up to 3000 tons, 100* cost up to 10 000 tons. So only only scouts are likely to be mass produced with such.
   * Due to construction all electronics are considered hardened for purposes of resisting surges getting +3 HT for such purposes and you cannot select the separate hardened option.   * Due to construction all electronics are considered hardened for purposes of resisting surges getting +3 HT for such purposes and you cannot select the separate hardened option.
  
starrangers/available_technology.1435821615.txt.gz · Last modified: 2018/07/31 23:23 (external edit)